Quick answer: Guard tool-script code with Engine.is_editor_hint, null-check nodes that may not exist at edit time, and avoid heavy or runtime-only operations in the editor.

A tool script crashing the editor runs runtime assumptions at edit time. Guarding it fixes it. Here is how.

How to fix it

1. Guard with is_editor_hint

Wrap code that should only run in the game with a check on Engine.is_editor_hint, so editor execution skips it. Running gameplay logic at edit time is what crashes the editor.

2. Null-check edit-time nodes

Nodes may not be present or ready while editing. Null-check before using them in tool code, since the assumptions that hold at runtime do not hold during editing.

3. Avoid heavy editor work

A tool script reruns on edits; heavy computation or operations that assume the game loop hang or crash the editor. Keep tool-time work light and idempotent.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.